Jump to content

Xaleph   Sages 🌿

  • Posts

    297
  • Joined

  • Last visited

  • Days Won

    19

Posts posted by Xaleph

  1. I plan to make the bass move a little more so it matches the original bass - obviously have a real intro and kind of follow this whole sneaky style

  2. I can do that ninja song 

     

     

    psytrance if you’d like.  I can sketch something together.  If you need more info.  I’m just flying back and I have a fever today.  I’ll put something together this week when I’m back.

  3. image.thumb.png.0785c0bd19cd39e9c7409825af9903f0.png

     

    Essentially you want something that combines either in parallel or in sequence the delay -> reverb so mimic various rooms.  Using a tool to get the correct bouncing and frequency range after the sound bounces off different walls will give you the ability to program each of these effectively mimicking a room.  There are several VSTs and tools that do this and you can create your own fx chains to do something similar.

    Running them in parallel is a quick way to trick the ear to think it's in a room - however, the correct way would be to set up several to mimic each surface in the room or to use the profile tool I mentioned - which will take in the initial delay and the spread after the first bounce/reflection.  Either way, it's really using both delay and reverb to mimic the physics of how sound bounces off (delay) and spreads/decays (reverb) off each surface in your room.  I understand that the tooling is different, but to science, it's the same, we're just mimicking the behavior with something that decays and something that repeats with less volume (and other effects).

    I hope this helps!

  4. On 6/12/2024 at 7:31 PM, paradiddlesjosh said:

    It'll be up to you to decide how big you want this cathedral to be and calculate accordingly. You can also fudge those delay timings to simulate a colder or warmer room -- e.g. at 0C or 32F (freezing point of water), the speed of sound is about 331 m/s (1086 ft/s), or 331 mm/ms (1.086 ft/ms), so the time to the floor is about 4.9-5.3 ms. Not much slower for the first reflection, but the difference is more noticeable for further surfaces.

    I was watching a tutorial on how to profile a reverb in a specific place using some tools.  Like, I think you use some kind of beep or tap and record it using this device, and then it comes up with the reverb profile (or something like that?).  I can dig through my sources, but I thought it was related to this topic and definitely interesting.

  5. It depends - the gap adds more energy, without the gap will curb the energy.  Are you going for a very high-energy moment, or are you teasing the user to build up later?

     

    I discuss this in our Energy Management Sages video.

  6. DT 880 and 990 Pros are both good - great options there, I have a lot of friends who use those and love them.  I'm more of a Sennheiser guy, they just feel more comfortable and the sound quality is crisp.

     

    I typically like to have several headphones - I use the following:

    • Sennheiser 595 HD
    • Sennheiser 600 HD
    • Audio Technica ATH-M50X (good for low end/bass management but mostly unbalanced IMO)

     

    And then I use different kinds of Bluetooth earbuds to try out a variety of how listeners will hear it

    • Apple AirPods
    • Skullcandy Dime (Cheap but you can hear low frequencies easily)

     

    I would also recommend open back/studio headphones.  You'll get much better clarity on mids/highs.  The main problem I've had with open back is the low / bass is usually pretty soft - which makes my mixes very low heavy unless I use another pair of headphones to analyze and tone it back.

     

     

    One more thing - there are some websites that show the frequency accuracy coming out of the headphones.  Some people are saying those are rigged or altered to favor sponsors (maybe true?).  It's not a bad idea to at least know generally speaking if some headphones are mostly balanced or not.  I like those graphs, but I understand the scrutiny.

  7. I did some light mastering on it - the kick is too loud and the tail is too long.  Because it's so low heavy, the song is being pulled down.

    image.thumb.png.7ff66d4da0a483750590c4278c16d7c8.png

     

    This is what it is after the changes I made

    image.thumb.png.6404cb47f90123a908ffc22eb9bedfe7.png

     

     

    Essentially what I did was lower your kick and bass frequencies, which allowed me to raise the overall mix.

    image.png?ex=6700552b&is=66ff03ab&hm=3e50996a7c4db3a94095de91e971bfbcec244842e2ead8c63bdf6931c066099a&=

    Again it's a really rough job - but this did make it sound a little cleaner.  Prior to mastering - you'll need to fix this on a mix level, like the kick needs some sculpting so it doesn't weigh down the mix.

     

    Also - you have these double kicks that sounds like a mistake with good speakers since the compressor is masking clipping that should happen here:

    image.png.1d6656979fc2e6fd323214ee079276e4.png

    You need to change the tail/length of the first hit so it doesn't bleed into the second one (or have it just not overlap in the drum settings if that's available to you in the VST/tool you use).

     

    In any case - it was a really quick job, but the many issues result from the mixing of the bass and kick, which cause issues with the rest of the mix.

     

    I hope this helps =)

     

    I can send the mp3 to you on discord if this helps - I attached it here, but it was acting a little buggy.

     

     

     

×
×
  • Create New...